/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterMeshComponent.h
Water Mesh Component responsible for generating and rendering a continuous water mesh on top of all the existing water body actors in the world The component contains a quadtree which defines where there are water tiles. A function for traversing the quadtree and outputing a list of instance data for each tile to be rendered from a point of view is included
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Rendering, Water), HideCategories=(Object, Activation, "Components|Activation", Collision, Lighting, HLOD, Navigation, Replication, Input, MaterialParameters, TextureStreaming), EditInlineNew) class UWaterMeshComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)
TObjectPtr<UMa...
FarDistanceMaterial
float
FarDistanceMeshExtent
int32
ForceCollapseDensityLevel
At above what density level a tile is allowed to force collapse even if not all leaf nodes in the subtree are present.